From a483d45fca2ff203cb7825cee7c78fd223c4f42c Mon Sep 17 00:00:00 2001 From: Marisa the Magician Date: Tue, 10 Oct 2023 18:06:14 +0200 Subject: [PATCH] Rebalance ammo spawns of BFG-tier weapons. --- README.md | 6 +++--- language.version | 4 ++-- zscript/items/swwm_ammospawn.zsc | 12 ++++++------ 3 files changed, 11 insertions(+), 11 deletions(-) diff --git a/README.md b/README.md index 4621c5e99..97fcd3aab 100644 --- a/README.md +++ b/README.md @@ -331,7 +331,7 @@ Note that going prone *(crouching)* will automatically disable the recoil compen The 1.150 caliber **eXplosive Super Burst** bullets employ an **Explodium** shaped charge to be shot with enough energy to reach a relatively high velocity, allowing their massive bulk to penetrate several targets including walls. -In the world, they may pop up as spare bullets or full mags. Each five bullets picked up will be automatically converted to a full mag in your inventory. They are hard to come by as full mags, so expect to be finding singular rounds more often than not. +In the world, they may pop up as spare bullets. Each five bullets picked up will be automatically converted to a full mag in your inventory. They are hard to come by as full mags, so expect to be finding singular rounds more often than not. ### Ray-Khom *(slot 8)* ~ Replaces Plasma Rifle, Hellstaff, Arc of Death ![](docimg/raykhom.png) @@ -371,7 +371,7 @@ Holding secondary fire and primary fire *(in that order)* will throw the weapon The ammo for this beast. Mags don't pop up on **Embiggeners**, and in Hexen only on the highest tier **Fabricators**. -In the world, you may find either spare bullets or full mags. Each seven bullets picked up will be automatically converted to a full mag in your inventory. +In the world, you may only find spare rounds, in small amounts. Each seven bullets picked up will be automatically converted to a full mag in your inventory. ### Mortal Rifle *(slot 9)* ~ Replaces BFG9000, Firemace, Bloodscourge (stub) ![](docimg/mortalrifle.png) @@ -391,7 +391,7 @@ Don't rely too much on this thing, the ammo tends to be scarce, and it might pot ### Mortal Bullets ~ Replaces Cells, Runes ![](docimg/mrbullet.png) -These 4.44x44.4mm, square-shaped telescoped rounds have a lot of *"fours"* in them for sure. You can sometimes find 'em as-is in bundless or very rarely in full 12-round mags. +These 4.44x44.4mm, square-shaped telescoped rounds have a lot of *"fours"* in them for sure. You will find 'em as-is, sometimes in bundles. ### Mortal Grenades ~ Replaces Cells, Runes ![](docimg/mrgrenade.png) diff --git a/language.version b/language.version index 91bf26021..04a2d03c0 100644 --- a/language.version +++ b/language.version @@ -1,3 +1,3 @@ [default] -SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r977 \cu(Tue 10 Oct 17:25:58 CEST 2023)\c-"; -SWWM_SHORTVER="\cw1.3pre r977 \cu(2023-10-10 17:25:58)\c-"; +SWWM_MODVER="\cyDEMOLITIONIST \cw1.3pre r978 \cu(Tue 10 Oct 18:06:14 CEST 2023)\c-"; +SWWM_SHORTVER="\cw1.3pre r978 \cu(2023-10-10 18:06:14)\c-"; diff --git a/zscript/items/swwm_ammospawn.zsc b/zscript/items/swwm_ammospawn.zsc index 18c090fab..95a7379fc 100644 --- a/zscript/items/swwm_ammospawn.zsc +++ b/zscript/items/swwm_ammospawn.zsc @@ -177,14 +177,14 @@ Class SWWMCellAmmoSmall : SWWMAmmoSpawner { bool aex = SWWMUtility.ItemExists('CandyGun',ownedonly:enemydrop), bex = SWWMUtility.ItemExists('MisterRifle',ownedonly:enemydrop); - if ( (!aex && bex) || (Random[Replacements](0,1) && bex) ) return Random[Replacements](0,1)?'MisterRound':'MisterRound2'; + if ( (!aex && bex) || (Random[Replacements](0,1) && bex) ) return Random[Replacements](0,2)?'MisterRound':'MisterRound2'; if ( aex ) return 'CandyGunBullets'; } if ( Random[Replacements](0,1) ) { bool aex = SWWMUtility.ItemExists('SilverBullet',ownedonly:enemydrop)/*, bex = SWWMUtility.ItemExists('RayKhom',ownedonly:enemydrop); - if ( (!aex && bex) || (Random[Replacements](0,1) && bex) ) return 'RayBolt2'*/; + if ( (!aex && bex) || (Random[Replacements](0,1) && bex) ) return Random[Replacements](0,2)?'RayBolt':'RayBolt2'*/; if ( aex ) return Random[Replacements](0,2)?'SilverBullets':'SilverBullets2'; } /*bool aex = SWWMUtility.ItemExists('Sparkster',ownedonly:enemydrop), @@ -208,15 +208,15 @@ Class SWWMCellAmmoBig : SWWMAmmoSpawner { bool aex = SWWMUtility.ItemExists('CandyGun',ownedonly:enemydrop), bex = SWWMUtility.ItemExists('MisterRifle',ownedonly:enemydrop); - if ( (!aex && bex) || (Random[Replacements](0,1) && bex) ) return !Random[Replacements](0,2)?'MisterGAmmo':Random[Replacements](0,2)?'MisterRound5':'MisterAmmo'; - if ( aex ) return Random[Replacements](0,2)?'CandyGunBullets3':'CandyGunAmmo'; + if ( (!aex && bex) || (Random[Replacements](0,1) && bex) ) return !Random[Replacements](0,2)?'MisterGAmmo':Random[Replacements](0,3)?'MisterRound3':'MisterRound5'; + if ( aex ) return Random[Replacements](0,3)?'CandyGunBullets2':'CandyGunBullets3'; } if ( Random[Replacements](0,1) ) { bool aex = SWWMUtility.ItemExists('SilverBullet',ownedonly:enemydrop)/*, bex = SWWMUtility.ItemExists('RayKhom',ownedonly:enemydrop); - if ( (!aex && bex) || (Random[Replacements](0,1) && bex) ) return Random[Replacements](0,2)?'RayBolt5':'RayAmmo'*/; - if ( aex ) return Random[Replacements](0,3)?'SilverBullets3':'SilverBulletAmmo'; + if ( (!aex && bex) || (Random[Replacements](0,1) && bex) ) return Random[Replacements](0,2)?'RayBolt2':'RayBolt5'*/; + if ( aex ) return Random[Replacements](0,3)?'SilverBullets2':'SilverBullets3'; } /*bool aex = SWWMUtility.ItemExists('Sparkster',ownedonly:enemydrop), bex = SWWMUtility.ItemExists('ModernSparkster',ownedonly:enemydrop);